User Interface and Colour Update

Hi all,

Welcome back to the dev log of Project Hunter. This is a little update on the UI again, I did a social media post to show off the UI last time as there wasn’t anything special other than the change in style but that has changed a little more again with the decision to change the use from a simple image and fill effect and change the progress bars of Bow Power, Arrow Power and Quiver Size.

The first proper improvement in UI was posted on twitter here or can be seen earlier in the development logs or embedded below; and looking back I thought the simpler look was going to fit well into the game style but due to finding the buttons and not creating them myself or getting a base template it got harder and harder to to get the UI’s to fit together. I found some buttons which seemed a better fit which are now in use except I have altered the colour scheme to have a blueish undertone and text to fit the contrast of the background of the menu’s along with the templates of each type.

I then posted an update on twitter here or embedded above which is showing an animation of when a user buys an upgrade for either the bow, arrow or quiver size. The animation is just scaling up the data holders along with playing an upgrade sound effect and scaling down the data holders again, this was a simple a nice animations until I began internal testing and a few mobile devices did not like the animations or I should say the data went off screen and then back on screen once scaled down and this is not a very acceptable animations.

I decided that the priority of this needed to be pushed up and I began to create a shader which can be applied to a material onto an image or slider for example. The shader is simple enough to take in a texture to be applied on top of the background bar and have the filling image to have the same background as the background bar with the animated material applied to the filling image bar. The shader also has some other variables such as Colour, Opacity, Speed and Division. The Colour variable is applied to the overall product, Opacity is used for the opacity of the texture passed in on the final product, Speed for the multiplication of Time for the animation movement of the material and Division which is the amount of times to divide the texture and applied to the material and final product.

More on the next development log update going over the animals available with the environments they are in and updates towards publication and beta availability.

Twitter: @LRProjectHunter

Facebook: @LRProjectHunter

Happy Hunting All